this mod gives the ojp sabersystem ,and enhanced effects,with new textures for
kotf and base jka
At start of level bind mouse 2 key to use then open console and type helpusobi 0 to activate manual block and dodge
Enhanced v0.0.2 b3:
- Dodge Blocking works now.
- You can now use the block button to override the manual blocking.
- You can now only walk during a Knockaway.
- Fixed issue with g_saberanimspeed affecting some of the wall animations.
- Activated the two hidden stances (tavion's and Dasain's). They are now part of the single saber's stance cycle but they don't have seperate hud icons yet. (HiddenStances)
- Saber Fakes - pressing the block button before an attack starts will make your player do a fake. Using Block + a direction will transistion the swing into different attack (based on the direction pressed). Using Block without movement will cause the player to abort the attack and resume the ready position.
- Manual Blocking. Hold down secondary fire and use your movement keys to set a direction. The current controls are inverted (backwards for upper positions, forwards for lower) The availible positions are Lower Left, Lower Right, Upper Right,Upper Left, Top.
- Fixed issue with the double/dual saber animation spazing while standings still and holding block position. It was due to the block animation trying to restart each time the block position was refreshed.- Added Movement locking.
- Sabers now bounces off players (and other damageable objects) when the saber does non-lethal damage. Layman translation: NO MORE GROSS SABER PASSTHRU.
- Added Corpse and saber throw checks to view/movement locking. Also, added a check to prevent moves from view/move locking when you hit the ground (since many animations do that naturally).
- sabers now use actual saber radiuses for saber collision checks.
- Rewrote saber tracing system (I call it a Real Trace now) for better performance and accuracy. it's not 100% (there's some crazy situation where it isn't guarnteed to be perfect, like when multiple players and sabers touching the same saber @ the same time), but it's perfect enough for all the SANE situations that I could think of.
Please note that you might have to do some setting tweaks (that I can't do for you) to get the most out of the change.
- AI now uses saber throw correctly.
- anglar and linear movement now affects saber damage levels. Running towards an opponent while spinning into an attack is do more damage. Each element does about %60 +- when at maximum.
- Saber behavior completely rewrote.
- Running or moving faster than a walk greatly increases your chances of screwing up.
- Manually block an attack has a high probability of creating an openning in your opponent's defenses
Q: Does Enhanced have a cvar to make the saber system more like basejka's system?
A: There isn't a cvar. Creating a totally configurable system would be a coding/balancing nightmare. However, this is still a WIP so unresolved balancing/gameplay issues can/will be addressed if they are brought to our attention.
Q: Why does the new saber bouncing behavior have such a long recovery time after each impact?
A: The saber only returns to the ready stance if the player attempts to attack in the same direction as the original attack when the impact occurs. To avoid this just move in another attack direction as the saber hits. This will have your player bounce off the impact into another attack. The goal of this change is to prevent bounce spamming for people that just charge blindly into combat.
Q: Where's my manual block button?!
A: We experimented with serveral different variations of a manual block button earlier in the development cycle but we weren't happy with the results. The problem with a manual block button is that players end up getting caught "flat footed" simply because they weren't spamming the block button. Plus, when would you ever NOT want to block an attack?
As such, the manual block button system was converted into part of the Dodge system. Saber blocking now occurs automatically and deduces energy from your Force meter. However, to parry attacks (and create an openning in your opponent's defenses) you must take an active role in your blocking. To attempt to parry an attack, move in the direction of the attack as it approaches your player's body. The chances of parrying an attack depends on the attacker's/defender's attack/defense saber skill levels, weither the players are running, etc.
A successful parry will stun your opponent, making him stumble and lose his ability to saber block for a shot period of time.
Q: Why do I keep getting stunned while attacking people?
A: Are you running? Running greatly increases your chances of getting stunned or disarmed.
Try walking. The walk speed has been vastly increased to be usable during saber combat.
Q: Where is my Saber Throw?
A: Throw has been replaced with kick on many players
Dodge is a brand new system that prevents you from taking damage. Whenever an attack is going to hit you, Dodge takes over and either automatically moves your saber to block the attack (Dodge Block) or Evades out of the way. There are several different types of Dodge:
Dodge Block - If the player is using a light saber and not attacking, he will automatically attempt to block incoming light saber attacks. This is the first line of Dodge defense. This currently doesn't have an DP cost but it also doesn't have the parry bonus of a manual block.
Dodge - The player physically evades an attack. This currently only works for saber attacks. Cost is dependant on method of attack.
Sabers = 30 DP.
Dodge Roll - When normal Dodge fails, like say when a very solid saber swing continues to hit the player, the player will launch into a Dodge Roll
Situations where Dodge doesn't work:
Knocked to the ground
In mid air
It's very important to remember these situations as sabers are VERY lethal without Dodge.
Base JKA Saber System Terms
Knockaway - You (defender) just blasted an attacker into a Broken parry. The animation start points seem to be from the parry positions. (BOTH_K animations)
Broken Parry - Your saber just got blased pretty hard. (BOTH_V animations)
The RealTracing code is specifically set up to fix a lot of the conceptual issues with the basejka hit detection. RealTraces can handle situations where a ghoul2 trace or a saber blade trace misses after the initial bounding box trace. This is a major issue in the original system as since basejka just counts this as if the saber didn't hit ANYTHING. This is a serious problem becuase the saber bounding box is normally inbetween the hit victim and the attacking saber. IE, a lot of actual hit situations in basejka are treated as missies when they are clearly hits.
Thoughts On Dodge
As for Dodge, there's a level of "control" that we have to take away from players since players want saber combat at "normal" speed, but they also want to BE Jedi. However, we all know that players aren't REALLY Jedi and therefore don't have Jedi reflexes. As such, I created Dodge as a way for players to HAVE Jedi Reflexes.
In the earlier days, I thought that players would be able to do the saber blocking manually (like in MB2) but I discovered that that simply doesn't result in realistic Jedi Combat. The saber attacks are just too fast for players to be able to manually block enough of them to make the game work. As such, I moved blocking into Dodge system but still give players the ability to actively block thru their movement. Plus, this opened up a button for kicking which players wanted.
Saber Throw System
- Dual saber users can now continue to use their second saber after dropping their first saber.